ResourceManager.cs 16 KB

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  1. using System;
  2. using System.Collections;
  3. using System.Collections.Generic;
  4. using System.Diagnostics;
  5. using UnityEngine;
  6. using UnityEngine.SceneManagement;
  7. namespace YooAsset
  8. {
  9. internal class ResourceManager
  10. {
  11. internal readonly Dictionary<string, ProviderOperation> ProviderDic = new Dictionary<string, ProviderOperation>(5000);
  12. internal readonly Dictionary<string, LoadBundleFileOperation> LoaderDic = new Dictionary<string, LoadBundleFileOperation>(5000);
  13. internal readonly List<SceneHandle> SceneHandles = new List<SceneHandle>(100);
  14. private long _sceneCreateIndex = 0;
  15. private IBundleQuery _bundleQuery;
  16. /// <summary>
  17. /// 所属包裹
  18. /// </summary>
  19. public readonly string PackageName;
  20. /// <summary>
  21. /// 锁定加载操作
  22. /// </summary>
  23. public bool LockLoadOperation = false;
  24. public ResourceManager(string packageName)
  25. {
  26. PackageName = packageName;
  27. }
  28. /// <summary>
  29. /// 初始化
  30. /// </summary>
  31. public void Initialize(IBundleQuery bundleServices)
  32. {
  33. _bundleQuery = bundleServices;
  34. SceneManager.sceneUnloaded += OnSceneUnloaded;
  35. }
  36. /// <summary>
  37. /// 销毁管理器
  38. /// </summary>
  39. public void Destroy()
  40. {
  41. SceneManager.sceneUnloaded -= OnSceneUnloaded;
  42. }
  43. /// <summary>
  44. /// 尝试卸载指定资源的资源包(包括依赖资源)
  45. /// </summary>
  46. public void TryUnloadUnusedAsset(AssetInfo assetInfo)
  47. {
  48. if (assetInfo.IsInvalid)
  49. {
  50. YooLogger.Error($"Failed to unload asset ! {assetInfo.Error}");
  51. return;
  52. }
  53. // 卸载主资源包加载器
  54. string mainBundleName = _bundleQuery.GetMainBundleName(assetInfo);
  55. var mainLoader = TryGetBundleFileLoader(mainBundleName);
  56. if (mainLoader != null)
  57. {
  58. mainLoader.TryDestroyProviders();
  59. if (mainLoader.CanDestroyLoader())
  60. {
  61. string bundleName = mainLoader.LoadBundleInfo.Bundle.BundleName;
  62. mainLoader.DestroyLoader();
  63. LoaderDic.Remove(bundleName);
  64. }
  65. }
  66. // 卸载依赖资源包加载器
  67. string[] dependBundleNames = _bundleQuery.GetDependBundleNames(assetInfo);
  68. foreach (var dependBundleName in dependBundleNames)
  69. {
  70. var dependLoader = TryGetBundleFileLoader(dependBundleName);
  71. if (dependLoader != null)
  72. {
  73. if (dependLoader.CanDestroyLoader())
  74. {
  75. string bundleName = dependLoader.LoadBundleInfo.Bundle.BundleName;
  76. dependLoader.DestroyLoader();
  77. LoaderDic.Remove(bundleName);
  78. }
  79. }
  80. }
  81. }
  82. /// <summary>
  83. /// 加载场景对象
  84. /// 注意:返回的场景句柄是唯一的,每个场景句柄对应自己的场景提供者对象。
  85. /// 注意:业务逻辑层应该避免同时加载一个子场景。
  86. /// </summary>
  87. public SceneHandle LoadSceneAsync(AssetInfo assetInfo, LoadSceneParameters loadSceneParams, bool suspendLoad, uint priority)
  88. {
  89. if (LockLoadOperation)
  90. {
  91. string error = $"The load operation locked !";
  92. YooLogger.Error(error);
  93. CompletedProvider completedProvider = new CompletedProvider(this, assetInfo);
  94. completedProvider.SetCompletedWithError(error);
  95. return completedProvider.CreateHandle<SceneHandle>();
  96. }
  97. if (assetInfo.IsInvalid)
  98. {
  99. YooLogger.Error($"Failed to load scene ! {assetInfo.Error}");
  100. CompletedProvider completedProvider = new CompletedProvider(this, assetInfo);
  101. completedProvider.SetCompletedWithError(assetInfo.Error);
  102. return completedProvider.CreateHandle<SceneHandle>();
  103. }
  104. // 注意:同一个场景的ProviderGUID每次加载都会变化
  105. string providerGUID = $"{assetInfo.GUID}-{++_sceneCreateIndex}";
  106. ProviderOperation provider;
  107. {
  108. provider = new SceneProvider(this, providerGUID, assetInfo, loadSceneParams, suspendLoad);
  109. provider.InitProviderDebugInfo();
  110. ProviderDic.Add(providerGUID, provider);
  111. OperationSystem.StartOperation(PackageName, provider);
  112. }
  113. provider.Priority = priority;
  114. var handle = provider.CreateHandle<SceneHandle>();
  115. handle.PackageName = PackageName;
  116. SceneHandles.Add(handle);
  117. return handle;
  118. }
  119. /// <summary>
  120. /// 加载资源对象
  121. /// </summary>
  122. public AssetHandle LoadAssetAsync(AssetInfo assetInfo, uint priority)
  123. {
  124. if (LockLoadOperation)
  125. {
  126. string error = $"The load operation locked !";
  127. YooLogger.Error(error);
  128. CompletedProvider completedProvider = new CompletedProvider(this, assetInfo);
  129. completedProvider.SetCompletedWithError(error);
  130. return completedProvider.CreateHandle<AssetHandle>();
  131. }
  132. if (assetInfo.IsInvalid)
  133. {
  134. YooLogger.Error($"Failed to load asset ! {assetInfo.Error}");
  135. CompletedProvider completedProvider = new CompletedProvider(this, assetInfo);
  136. completedProvider.SetCompletedWithError(assetInfo.Error);
  137. return completedProvider.CreateHandle<AssetHandle>();
  138. }
  139. string providerGUID = nameof(LoadAssetAsync) + assetInfo.GUID;
  140. ProviderOperation provider = TryGetAssetProvider(providerGUID);
  141. if (provider == null)
  142. {
  143. provider = new AssetProvider(this, providerGUID, assetInfo);
  144. provider.InitProviderDebugInfo();
  145. ProviderDic.Add(providerGUID, provider);
  146. OperationSystem.StartOperation(PackageName, provider);
  147. }
  148. provider.Priority = priority;
  149. return provider.CreateHandle<AssetHandle>();
  150. }
  151. /// <summary>
  152. /// 加载子资源对象
  153. /// </summary>
  154. public SubAssetsHandle LoadSubAssetsAsync(AssetInfo assetInfo, uint priority)
  155. {
  156. if (LockLoadOperation)
  157. {
  158. string error = $"The load operation locked !";
  159. YooLogger.Error(error);
  160. CompletedProvider completedProvider = new CompletedProvider(this, assetInfo);
  161. completedProvider.SetCompletedWithError(error);
  162. return completedProvider.CreateHandle<SubAssetsHandle>();
  163. }
  164. if (assetInfo.IsInvalid)
  165. {
  166. YooLogger.Error($"Failed to load sub assets ! {assetInfo.Error}");
  167. CompletedProvider completedProvider = new CompletedProvider(this, assetInfo);
  168. completedProvider.SetCompletedWithError(assetInfo.Error);
  169. return completedProvider.CreateHandle<SubAssetsHandle>();
  170. }
  171. string providerGUID = nameof(LoadSubAssetsAsync) + assetInfo.GUID;
  172. ProviderOperation provider = TryGetAssetProvider(providerGUID);
  173. if (provider == null)
  174. {
  175. provider = new SubAssetsProvider(this, providerGUID, assetInfo);
  176. provider.InitProviderDebugInfo();
  177. ProviderDic.Add(providerGUID, provider);
  178. OperationSystem.StartOperation(PackageName, provider);
  179. }
  180. provider.Priority = priority;
  181. return provider.CreateHandle<SubAssetsHandle>();
  182. }
  183. /// <summary>
  184. /// 加载所有资源对象
  185. /// </summary>
  186. public AllAssetsHandle LoadAllAssetsAsync(AssetInfo assetInfo, uint priority)
  187. {
  188. if (LockLoadOperation)
  189. {
  190. string error = $"The load operation locked !";
  191. YooLogger.Error(error);
  192. CompletedProvider completedProvider = new CompletedProvider(this, assetInfo);
  193. completedProvider.SetCompletedWithError(error);
  194. return completedProvider.CreateHandle<AllAssetsHandle>();
  195. }
  196. if (assetInfo.IsInvalid)
  197. {
  198. YooLogger.Error($"Failed to load all assets ! {assetInfo.Error}");
  199. CompletedProvider completedProvider = new CompletedProvider(this, assetInfo);
  200. completedProvider.SetCompletedWithError(assetInfo.Error);
  201. return completedProvider.CreateHandle<AllAssetsHandle>();
  202. }
  203. string providerGUID = nameof(LoadAllAssetsAsync) + assetInfo.GUID;
  204. ProviderOperation provider = TryGetAssetProvider(providerGUID);
  205. if (provider == null)
  206. {
  207. provider = new AllAssetsProvider(this, providerGUID, assetInfo);
  208. provider.InitProviderDebugInfo();
  209. ProviderDic.Add(providerGUID, provider);
  210. OperationSystem.StartOperation(PackageName, provider);
  211. }
  212. provider.Priority = priority;
  213. return provider.CreateHandle<AllAssetsHandle>();
  214. }
  215. /// <summary>
  216. /// 加载原生文件
  217. /// </summary>
  218. public RawFileHandle LoadRawFileAsync(AssetInfo assetInfo, uint priority)
  219. {
  220. if (LockLoadOperation)
  221. {
  222. string error = $"The load operation locked !";
  223. YooLogger.Error(error);
  224. CompletedProvider completedProvider = new CompletedProvider(this, assetInfo);
  225. completedProvider.SetCompletedWithError(error);
  226. return completedProvider.CreateHandle<RawFileHandle>();
  227. }
  228. if (assetInfo.IsInvalid)
  229. {
  230. YooLogger.Error($"Failed to load raw file ! {assetInfo.Error}");
  231. CompletedProvider completedProvider = new CompletedProvider(this, assetInfo);
  232. completedProvider.SetCompletedWithError(assetInfo.Error);
  233. return completedProvider.CreateHandle<RawFileHandle>();
  234. }
  235. string providerGUID = nameof(LoadRawFileAsync) + assetInfo.GUID;
  236. ProviderOperation provider = TryGetAssetProvider(providerGUID);
  237. if (provider == null)
  238. {
  239. provider = new RawFileProvider(this, providerGUID, assetInfo);
  240. provider.InitProviderDebugInfo();
  241. ProviderDic.Add(providerGUID, provider);
  242. OperationSystem.StartOperation(PackageName, provider);
  243. }
  244. provider.Priority = priority;
  245. return provider.CreateHandle<RawFileHandle>();
  246. }
  247. internal LoadBundleFileOperation CreateMainBundleFileLoader(AssetInfo assetInfo)
  248. {
  249. BundleInfo bundleInfo = _bundleQuery.GetMainBundleInfo(assetInfo);
  250. return CreateBundleFileLoaderInternal(bundleInfo);
  251. }
  252. internal List<LoadBundleFileOperation> CreateDependBundleFileLoaders(AssetInfo assetInfo)
  253. {
  254. BundleInfo[] bundleInfos = _bundleQuery.GetDependBundleInfos(assetInfo);
  255. List<LoadBundleFileOperation> result = new List<LoadBundleFileOperation>(bundleInfos.Length);
  256. foreach (var bundleInfo in bundleInfos)
  257. {
  258. var bundleLoader = CreateBundleFileLoaderInternal(bundleInfo);
  259. result.Add(bundleLoader);
  260. }
  261. return result;
  262. }
  263. internal void RemoveBundleProviders(List<ProviderOperation> removeList)
  264. {
  265. foreach (var provider in removeList)
  266. {
  267. ProviderDic.Remove(provider.ProviderGUID);
  268. }
  269. }
  270. internal bool CheckBundleDestroyed(int bundleID)
  271. {
  272. string bundleName = _bundleQuery.GetMainBundleName(bundleID);
  273. var bundleFileLoader = TryGetBundleFileLoader(bundleName);
  274. if (bundleFileLoader == null)
  275. return true;
  276. return bundleFileLoader.IsDestroyed;
  277. }
  278. internal bool HasAnyLoader()
  279. {
  280. return LoaderDic.Count > 0;
  281. }
  282. private LoadBundleFileOperation CreateBundleFileLoaderInternal(BundleInfo bundleInfo)
  283. {
  284. // 如果加载器已经存在
  285. string bundleName = bundleInfo.Bundle.BundleName;
  286. LoadBundleFileOperation loaderOperation = TryGetBundleFileLoader(bundleName);
  287. if (loaderOperation != null)
  288. return loaderOperation;
  289. // 新增下载需求
  290. loaderOperation = new LoadBundleFileOperation(this, bundleInfo);
  291. LoaderDic.Add(bundleName, loaderOperation);
  292. return loaderOperation;
  293. }
  294. private LoadBundleFileOperation TryGetBundleFileLoader(string bundleName)
  295. {
  296. if (LoaderDic.TryGetValue(bundleName, out LoadBundleFileOperation value))
  297. return value;
  298. else
  299. return null;
  300. }
  301. private ProviderOperation TryGetAssetProvider(string providerGUID)
  302. {
  303. if (ProviderDic.TryGetValue(providerGUID, out ProviderOperation value))
  304. return value;
  305. else
  306. return null;
  307. }
  308. private void OnSceneUnloaded(Scene scene)
  309. {
  310. List<SceneHandle> removeList = new List<SceneHandle>();
  311. foreach (var sceneHandle in SceneHandles)
  312. {
  313. if (sceneHandle.IsValid)
  314. {
  315. if (sceneHandle.SceneObject == scene)
  316. {
  317. sceneHandle.Release();
  318. removeList.Add(sceneHandle);
  319. }
  320. }
  321. }
  322. foreach (var sceneHandle in removeList)
  323. {
  324. SceneHandles.Remove(sceneHandle);
  325. }
  326. }
  327. #region 调试信息
  328. internal List<DebugProviderInfo> GetDebugProviderInfos()
  329. {
  330. List<DebugProviderInfo> result = new List<DebugProviderInfo>(ProviderDic.Count);
  331. foreach (var provider in ProviderDic.Values)
  332. {
  333. DebugProviderInfo providerInfo = new DebugProviderInfo();
  334. providerInfo.AssetPath = provider.MainAssetInfo.AssetPath;
  335. providerInfo.SpawnScene = provider.SpawnScene;
  336. providerInfo.BeginTime = provider.BeginTime;
  337. providerInfo.LoadingTime = provider.ProcessTime;
  338. providerInfo.RefCount = provider.RefCount;
  339. providerInfo.Status = provider.Status.ToString();
  340. providerInfo.DependBundles = provider.GetDebugDependBundles();
  341. result.Add(providerInfo);
  342. }
  343. return result;
  344. }
  345. internal List<DebugBundleInfo> GetDebugBundleInfos()
  346. {
  347. List<DebugBundleInfo> result = new List<DebugBundleInfo>(LoaderDic.Values.Count);
  348. foreach (var bundleLoader in LoaderDic.Values)
  349. {
  350. var packageBundle = bundleLoader.LoadBundleInfo.Bundle;
  351. var bundleInfo = new DebugBundleInfo();
  352. bundleInfo.BundleName = packageBundle.BundleName;
  353. bundleInfo.RefCount = bundleLoader.RefCount;
  354. bundleInfo.Status = bundleLoader.Status.ToString();
  355. bundleInfo.ReferenceBundles = FilterReferenceBundles(packageBundle);
  356. result.Add(bundleInfo);
  357. }
  358. return result;
  359. }
  360. internal List<string> FilterReferenceBundles(PackageBundle packageBundle)
  361. {
  362. // 注意:引用的资源包不一定在内存中,所以需要过滤
  363. var referenceBundles = packageBundle.GetDebugReferenceBundles();
  364. List<string> result = new List<string>(referenceBundles.Count);
  365. foreach (var bundleName in referenceBundles)
  366. {
  367. if (LoaderDic.ContainsKey(bundleName))
  368. result.Add(bundleName);
  369. }
  370. return result;
  371. }
  372. #endregion
  373. }
  374. }